everything should look exactly the same. This infrastructure will
eventually allow a set of fonts to be included in Stella, and for the user
to select a bigger or smaller font and have the GUI automatically resize
to it.
At some point, the ability to zoom the ROM launcher and debugger
will be removed, and will be replaced by selection of different font
sizes. As well, zooming of the MediaSource will be converted to a
graphics filter (scale2x/3x/4x), and others such as hq2x or mame2x
will also be available.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1009 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
port.
Resurrected the low-compatibility 6502 CPU code, since it's supposed
to be somewhat faster. This is activated internally by GP2X by
settings "cpu" to "low". This can also be set from the commandline,
but I'm not going to document the fact. All systems that can handle
hi-compat mode should be using it.
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corrects the problems with spurious axis events in the GUI. Now,
we only generate an emulated axis event when necessary, just as
if it was implemented in the SDL core.
If this code ends up being too slow, then optimization will have to
be made elsewhere. Everything that this code does is necessary,
and it can't be shortened any further.
git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@998 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
actually works. This time we try axis events, similar to the code
from gp2xmess project.
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stella.pro in the current directory instead of the system dir.
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gamepad, implementing 'case 2' configuration. This hasn't been tested
yet, since I don't have the hardware.
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This is needed particularly for the GP2X joystick direction handling,
where directions are (incorrectly) implemented as button events
instead of more intuitive HAT events. When this is complete, it will
also remove the EventHandler 'kJDirXXX' enums, which I always thought
was dirty code anyway.
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where the extra code was causing a slowdown at startup. Also removed
some dead JS code.
Disable phosphor effect by default for GP2X, since the FrameBuffer isn't
optimized enough yet to handle it.
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to test this, so I'm sure that it's probably slow and doesn't render
correctly. For anyone using this mode; switch to 16-bit software mode,
use OpenGL, or get a better video card :)
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at some point, since this type of work bores me to tears :(
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supported input type is joystick axes. It doesn't really make sense to
assign analog events to hats/buttons/keys, since they're not analog in
nature.
Reworked the MediaFactory/FrameBuffer classes so that we always get a
valid FrameBuffer object. So no more crashes because of NULL
FrameBuffer pointers.
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before a certain state was entered. For example, launching a game
and bypassing the ROM launcher would attempt to draw elements from
the debugger, with coordinates that were usually larger than the
current screen.
Made system-wide location of stella.pro/stellarc files configurable
at build-time. They're now stored in DATADIR/stella, where DATADIR
can be changed with "--datadir=..." during configure. This is only
enabled for UNIX for now.
Added missing 'cheat' and 'break' to commandline description.
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the problem with the GP2X port.
Removed SDL_FillRect() calls in OpenGL GUI drawing, since the extra
function calls are only slowing things down when we can access the
pixels directly.
Made return/enter key activate the currently selected button in the
ROM launcher instead of always starting a ROM. This was confusing
when the 'Quit' button was highlighted and pressing enter started a
ROM. Now pressing enter in such a case will actually do 'quit'.
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the OSX port, and if it goes fine then dynamic OpenGL support will be done.
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